But you, O Lord, do not be far away! O my help, come quickly to my aid! Deliver my soul from the sword, my life from the power of the dog! — Psalm 22:19-20
Number Appearing: 1d6
% in Lair: 80%
Armor Class: 5
Hit Dice: 1+1
Attacks: 1d6 + special
Special: see below
Hoard Class: none
Easily mistaken for some kind of undead creature, Merovingian Hounds are actually a construct, using many of the same techniques used to make golems. They are used by necromancers, vampires and other dark powers as guardians.
Upon a successful attack, a Merovingian Hound will lock its jaws upon its victim and begin emanating a piercing noise somewhere between a whine and a growl. This is will result in an immediate wandering monsters check, with a 50% chance of success. Until the noise is stopped, the party will be subject to this wandering monster check every turn. This noise will continue until the hound lets go of its victim, even in death.
The hound will only let go if its victim is killed, even if the hound itself is reduced to 0hp. These victims will take no further damage, but will have their movement rate cut in half. If anyone attempts to cut the victim free, the victim will take 1d6 damage and must make a save vs. death. If successful, the victim is free of the jaw. If not, the procedure must be done again, doing another 1d6 damage. The only way to force a Merovingian Hound to let go of one of its victims is to pour a vial of holy water on it.
Being a type of golem, Merovingian Hounds are immune to sleep, charm and hold spells as well as fire and cold attacks. Electric attacks will heal them. Further, they may only be hit by silver and magic weapons.